/Engine/Plugins/Runtime/RigVM/Source/RigVMDeveloper/Public/RigVMModel/RigVMController.h
Sets the pin to be watched (or not) This causes a PinWatchedChanged modified event.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVMController) bool SetPinIsWatched ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, bool bIsWatched, bool bSetupUndoRedo )